Ludum Dare 39 Devlog - Day 2
Day 2 was almost exlusively dedicated to adding polish and most of the features to the game. So now I can actually start putting together some levels! Yay!
The Progressening
Development for Day 2 went much more smoothly than I could ever have anticipated. Most of tiles and sprites I need to make everything work were finalized. The game now even has a couple of proper enemies! And a death state, so you can actually lose! Most important thing was the completion of the charge/discharge system for special moves and attacks. When your energy counter falls to zero, you will now become incredibly slow. If you charge too much energy, you will die though. This concept allows for some interesting level design, were you have to juggle your energy a bit while trying to get to the goal as fast as possible. Most of the gameplay and effects were also polished and I added a lot of sound effects to pretty much everything, so you'll get some nice and (hopefully) obvious feedback for anything you do.
...oh! And there's dynamic music now! Because why not?
The Final Day
Day 3 will be completely commited to: - Polishing the last few bits of gameplay and adding an actual win state - Adding a basic start and end screen - Adding levels (because else there won't be much of a game, right?)
I'm pretty optimistic that I'll actually be able to meet the deadline in 15 hours!
Also I decided to not release the source code for the game when it's done (sorry!). That's not because there's anything super-secret in there, but just because I produced A LOT of high-quality spaghetti code yesterday. No sane person should have to look at that.
Sane persons CAN look at nice GIFs though! (mostly nice. My GIF Recorder destroyed some frames. RIP)

On to Day 3!